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Remarks
Built-in implementations: CanvasHighlightRenderer wraps
RangeHighlightGraphic for UniText, while WorldHighlightRenderer wraps a MeshRenderer-based quad mesh for UniTextWorld. A TextHighlighter subclass picks one of these (or a custom subclass) per backend via its CreateHighlightRenderer(UniText,...) / CreateHighlightRenderer(UniTextWorld,...) overloads and drives the result with the same lifecycle regardless of backend.Derived Types(2)
Types that inherit from TextHighlightRenderer.
CC
CanvasHighlightRenderer
Canvas-backed [[TextHighlightRenderer]] — wraps a child GameObject with [[RangeHighlightGraphic]] anchored to the owning [[UniText]]. Z-order is managed via sibling index (above = last, behind = first).
WorldHighlightRenderer
World-space [[TextHighlightRenderer]] — wraps a child GameObject with [[MeshFilter]] + [[MeshRenderer]] and builds quads from rects directly into a dynamic [[Mesh]]. One shared material ([[Highlight]]) serves every instance; color travels through vertex colors.
public Color Color{ get; set }Solid color applied to every rect. Setting this updates visuals immediately.
